Version 2.2 is out!
- Added Template: SNES 3bpp (no compression)
- Added Template: SNES 4bpp (no compression)
- Major workflow change (thanks to the great suggestions from weissvulf
- Stability improvement (thanks to the extended testing and report of weissvulf
weissvulf, Thank you for taking your time to use, test and report your observations. I personally tried all your suggestions and they are rock solid, based on practical application!!! So here is what I've done.
- Enter name before selecting Template (access violation)
- Displayed palette colors go up with PalNum+load palette, but not down.
- "Add Address to list" blanks all settings; better to keep them.
- Maybe set starting Tile/Palette Address to 0, width/height to common size.
- Maybe change PalNum to 'Colors'
- Think 'make palette' buttons better docked next to 'load palette'
Unconfirmed (I tried on 3 different PC with different Windows):
- Image display starts with left and top cut off behind controls. (Do you use a huge window border? like 5+ pixels?)
- White border at palette right and bottom.
- Increasing PalNum beyond allowable range(access violation). The range is 1-256, how much did you enter?
Need some talk:
*Load new ROM with old values still in place (memory reads greater than new file size).
Do you think I should make a 'New Document' when new ROM is loaded? In general that is a good idea, but there are some practical implications of not doing so. Like if you map one version, then you open another version and you'll find out whether the map is relevant(Eu <-> Us <-> Jap)
*No way to edit "Tile Address" for existing List-Entry?
For now Tile Address is my main attribute ... think of it as record ID. Changing it is like having a new entry. If the change is big, maybe its better to really make a new entry? Especially now with your suggestion of 'keeping last used values' it will be as easy as changing the address. If the change is small, you can play with the Offset. This attribute is unique for this tool, so maybe that's why it is neglected. Keep in mind that it allows positive and negative values.
P.S. I need help to test 8bpp GBA graphics. If you know the addresses of graphic tiles of 8bpp in any GBA ROM (non-compressed or LZ77-10) please share some and the name of the ROM. If you happen to know their palette address that will be even better
Do you know games for GBA that use direct-color (non palette)?
Do you know GBA games that internally store graphics in bpp different of 4/8?